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#18451
Xerecs
Moderator

The second Super Rare set of the Farthest Shore! That’s right, the Farthest Shore has two Super Rare sets, which would have made collectors and players crazy I’m sure.

 

Maelstom’s Vortex
Cursed
Points:
Masts: 5
Cannons: 2S-3L-3L-3L-2S
Cargo: 4
Movement: L
Ability: Once per turn, one Nexus Alliance piece within L of this ship cannot use its ability that turn.

Flavor: This ship appeared when Typhonus fell to the Cursed. When not seated on his black throne, the Baron can be found on this ship, terrorizing the people he once called friends.

 

Corrupted Knight
Cursed
Points: 8
Masts: 1
Cannon: 3L
Cargo: 2
Movement: S+S
Ability: This ship gets +1 to her cannon rolls against any non-Cursed game piece.

Flavor: As a demonstration of his newfound power, Typhonus cursed the crew of this vessel and ensnared them in his thrall.

 

Baron Typhonus
Cursed
Points: 13
Ability: At the beginning of each of your turns, roll a d6. On a result of 1-2, you may give one ship in your fleet +1 to its boarding rolls for this turn. On a result of 3-4, you may give one ship in your fleet +1 to its cannons for this turn. On a result of 5-6, you may give one ship in your fleet the same action twice, this turn. This ship cannot be affected by the Maelstrom’s Sigil Treasure.

Flavor: Typhonus attempted to control creation with destruction, resulting in chaos and the Maelstrom. The Baron’s only goal now is finding the fabled Heart of the Nexus and accumulating more power for himself.

 

The Maelstrom
Ability: When revealed place a storm from outside the game anywhere in play not within S of a ship or island. Any ship that begins their turn within S of that storm must roll a D6. On a result of 1-3 roll another d6 and eliminate masts from friendly ships in play equal to the result. On a result of 4-6 roll another D6 and eliminate a friendly crew with a point cost equal to or less than the result. Should this storm move, a D6 does not need to be rolled to determine it’s direction, instead the active player may choose which direction the storm moves.
If Heart of the Nexus is in play, instead the storm functions as normal and the effects of Heart of the Nexus cannot be used.

 

Storm
Terrain
A Storm has the numbers 1-6 printed around its edge, as well as a gold number printed at its
Center. Storms block lines of fire.
At the end of each player’s turn, that player must roll a d6. Compare the result to the gold number printed on all icebergs in play. If the result matches any storm(s), those storms move that turn. For each Storm that will move, roll another d6 and match the result to the number printed around the Storm’s edge. Measuring straight out from that number away from the storm, move the storm L. Do not turn or rotate it.
When any part of a game piece touches a storm, the entire game piece must be
placed within the storm as a free action; roll a d6, the result is the number of masts, segments, flags or damage points removed from the game piece. If the result is more than the number of remaining masts, segments, flags or damage points, the game piece is eliminated from the game. If a game piece is still inside a storm at the end of a turn, roll a d6 again and remove the resulting amount from the game piece.
A game piece in a storm is lost. Lost game pieces can’t shoot, be shot at, ram or be rammed, pin or be pinned, or board or be boarded by other ships. Game pieces exit storms in random directions. When a game piece is given a move action to exit a storm, roll one d6 before moving it. Place the game piece outside of the storm facing away from the storm and touching the number on the storm that matches the die result; it can face in any direction away from the storm and is no longer lost. Begin moving the game piece from that point.
If two or more Storms collide or move into contact with one another, they merge and move as one Storm. If a storm spends more than three turns over an island, it is removed from the game.